Improved GPU command lists decoding (#499)
* Better implementation of the DMA pusher, misc fixes * Remove some debug code * Correct RGBX8 format * Add support for linked Texture Sampler Control * Attempt to fix upside down screen issue
This commit is contained in:
parent
b833183ef6
commit
d2bb458b51
25 changed files with 616 additions and 395 deletions
|
@ -28,6 +28,7 @@ namespace Ryujinx.Graphics.Gal
|
|||
RGB5A1,
|
||||
R8,
|
||||
RG8,
|
||||
RGBX8,
|
||||
RGBA8,
|
||||
BGRA8,
|
||||
RGB10A2,
|
||||
|
@ -39,6 +40,7 @@ namespace Ryujinx.Graphics.Gal
|
|||
RGBA32,
|
||||
R11G11B10,
|
||||
D16,
|
||||
D24,
|
||||
D32,
|
||||
D24S8,
|
||||
D32S8,
|
||||
|
|
|
@ -139,6 +139,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
case GalImageFormat.RG32 | GalImageFormat.Float: return (PixelInternalFormat.Rg32f, PixelFormat.Rg, PixelType.Float);
|
||||
case GalImageFormat.RG32 | GalImageFormat.Sint: return (PixelInternalFormat.Rg32i, PixelFormat.RgInteger, PixelType.Int);
|
||||
case GalImageFormat.RG32 | GalImageFormat.Uint: return (PixelInternalFormat.Rg32ui, PixelFormat.RgInteger, PixelType.UnsignedInt);
|
||||
case GalImageFormat.RGBX8 | GalImageFormat.Unorm: return (PixelInternalFormat.Rgb8, PixelFormat.Rgba, PixelType.UnsignedByte);
|
||||
case GalImageFormat.RGBA8 | GalImageFormat.Snorm: return (PixelInternalFormat.Rgba8Snorm, PixelFormat.Rgba, PixelType.Byte);
|
||||
case GalImageFormat.RGBA8 | GalImageFormat.Unorm: return (PixelInternalFormat.Rgba8, PixelFormat.Rgba, PixelType.UnsignedByte);
|
||||
case GalImageFormat.RGBA8 | GalImageFormat.Sint: return (PixelInternalFormat.Rgba8i, PixelFormat.RgbaInteger, PixelType.Byte);
|
||||
|
@ -174,10 +175,11 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
case GalImageFormat.R8 | GalImageFormat.Unorm: return (PixelInternalFormat.R8, PixelFormat.Red, PixelType.UnsignedByte);
|
||||
case GalImageFormat.R11G11B10 | GalImageFormat.Float: return (PixelInternalFormat.R11fG11fB10f, PixelFormat.Rgb, PixelType.UnsignedInt10F11F11FRev);
|
||||
|
||||
case GalImageFormat.D16 | GalImageFormat.Unorm: return (PixelInternalFormat.DepthComponent16, PixelFormat.DepthComponent, PixelType.UnsignedShort);
|
||||
case GalImageFormat.D24 | GalImageFormat.Unorm: return (PixelInternalFormat.DepthComponent24, PixelFormat.DepthComponent, PixelType.UnsignedInt);
|
||||
case GalImageFormat.D24S8 | GalImageFormat.Uint: return (PixelInternalFormat.Depth24Stencil8, PixelFormat.DepthStencil, PixelType.UnsignedInt248);
|
||||
case GalImageFormat.D24S8 | GalImageFormat.Unorm: return (PixelInternalFormat.Depth24Stencil8, PixelFormat.DepthStencil, PixelType.UnsignedInt248);
|
||||
case GalImageFormat.D32 | GalImageFormat.Float: return (PixelInternalFormat.DepthComponent32f, PixelFormat.DepthComponent, PixelType.Float);
|
||||
case GalImageFormat.D16 | GalImageFormat.Unorm: return (PixelInternalFormat.DepthComponent16, PixelFormat.DepthComponent, PixelType.UnsignedShort);
|
||||
case GalImageFormat.D32S8 | GalImageFormat.Float: return (PixelInternalFormat.Depth32fStencil8, PixelFormat.DepthStencil, PixelType.Float32UnsignedInt248Rev);
|
||||
}
|
||||
|
||||
|
|
|
@ -421,8 +421,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
|||
|
||||
ClearBufferMask Mask = GetClearMask(SrcTex);
|
||||
|
||||
GL.Clear(Mask);
|
||||
|
||||
GL.BlitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue